Scripted effect · Khans of the Steppe files
mpo_find_suitable_merchant_effect
mpo_find_suitable_merchant_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 1544 (245 lines). No parameters.
mpo_find_suitable_merchant_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 1544 of its file. It takes no parameters: mpo_find_suitable_merchant_effect = yes. The game's script calls it in 1 place, among them mpo_decisions_events.2139 (event). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
What it does
- 1 of 13 things will happen:
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
- 8% (base chance; changed in play): Nothing else happens
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.
The script as written (120 lines of game script)
mpo_find_suitable_merchant_effect = {
random_list = {
1 = { #Merv
trigger = {
title:c_bukhara = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}
}
modifier = {
add = title:c_bukhara.development_level
}
title:b_bukhara = {
save_scope_as = merchant_origin
}
}
1 = { #Nishapur
trigger = {
title:c_nishapur = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}
}
modifier = {
add = title:c_nishapur.development_level
}
title:b_nishapur = {
save_scope_as = merchant_origin
}
}
1 = { #Khotan
trigger = {
title:c_khotan = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}
}
modifier = {
add = title:c_khotan.development_level
}
title:b_khotan = {
save_scope_as = merchant_origin
}
}
1 = { #Wroclaw
trigger = {
title:c_breslau = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}
}
modifier = {
add = title:c_breslau.development_level
}
title:b_breslau = {
save_scope_as = merchant_origin
}
}
1 = { #Krakow
trigger = {
title:c_krakowska = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}
}
modifier = {
add = title:c_krakowska.development_level
}
title:b_krakow = {
save_scope_as = merchant_origin
}
}
1 = { #Novgorod
trigger = {
title:c_novgorod = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}
}
modifier = {
add = title:c_novgorod.development_level
}
title:b_novgorod = {
save_scope_as = merchant_origin
}
}
1 = { #Kyiv
trigger = {
title:c_kiev = {
development_level >= 10
NOT = {
holder.top_liege = {
government_has_flag = government_is_nomadic
}
}
}As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
The first 120 of its 245 lines; the rest is in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt from line 1544.
Where it is used
Every place in common/, events/ and history/ that calls mpo_find_suitable_merchant_effect.
Events (1)
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.